In the futuristic city of Luna City, Jia is a detective sent to investigate a murder in the downtown. The city hasn't been faring well as it has in the past, so while the upper sectors haven't been seriously affected, the lower sectors have noticeably ruined buildings and have fallen greatly from what it was in the past.

Contents of the game:
*Battles are on hoverbike. You move forward while avoiding the obstacles and fire at the enemy to weaken them before getting to the finish line.

*You have stats that determine what you can fix, how much info a character wants to give you or what doors you can open.

*Sideview perspective

Made for the All Hallows' event for 2013!

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OK, because it was a halloween game event, I had to rush the release quite a bit. I wanted to wait some time so that the judges can all get the initial release of the game and judge based on that instead of the updated version.

I fixed a few bugs. I don't think I killed all the bugs yet but some bugs were like missing a pre-condition switch so a dialogue would show up earlier than intended or things like that. The initial release could also net you infinite energy capsules from the Psychic if you so chose to exploit it. I also got rid of the "!s" on top of chests when you open them. Re-introduced the Quickshot Ammo. I meant to have it as a quest reward buuuuuut I forgot to add it back in for the initial release. So I'm doing that now. It raises your firing rate.

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Wow I love this title screen and music. Doesn't give off much of a horror vibe but it does get me pumped at 4am. I'll edit this post with first impressions soon.

Ok I finished it. I really liked the tech-noir atmosphere. The tilesets and character portrait for Jia were awesome. Music was real good. The hover bike combat was cool. It took a little getting used to but by the end I was a pro. The controls could have been a little more responsive though.

I liked the stat system. Reminded me of Deus Ex. Felt like it was designed for a larger game though. And I wasn't able to figure out how to get my repair above 4 to complete that sidequest. There also didn't seem to be enough reason to experiment with the different ammo types but I Liked that they were there.

All in all I liked it a lot. It didn't really do much with the horror theme but it's a solid game on its own.

Bugz ;w; yeah once the judging and all is over I want to fix it up a bit! I didn't even know about some of those!

Yeah I had a bit more ambitions for the game but time was an enemy. I had written down a lot more ideas than I was able to implement. I suppose that happens to a lot of people though! Thanks for trying it out though and glad you liked it! I should see what I can use and develop on for the future.

Edit: Okay, played a bit. Could use a lot more fine-tuning, but otherwise, it's pretty awesome! Love the graphics and use of multiple levels to compensate for side-scrolling's limited walkable areas. Bike battles were kinda meh. You'd be better serviced with just a regular battle system I think. The stats and finding capsules to boost them were a neat touch, but when you really get down to it, it's just busy work to make you have to backtrack so that's something that could probably be better implemented. I do like the idea of having exclamations appear in places where you can talk to people. Could use indicators on what doors you can go into though.

But.....BIKE BATTLES! I think I'd need more time to make them more fun and have more variety of things you can do or such in them.

Capsules... yeah. It was theoretically supposed to be like... "you take more stealth capsules and you can sneak around up past the guards, or take damage capsules and fight your way down below" or things like that. To give you a choice in how to approach it. Not a good idea for such a short time frame.

Thanks for trying it though! Now I gotta get you to make my game for me so I can be laaazy, I mean to consider it when I get to a remake of the game!

Honestly, the only thing I didn't really like about the bike battles was that the opponent merely fled. And I am not saying that is a complaint that took anything away from the game for me. I don't know how you would implement it, but if the enemy could drop obstacles random-ishly it would be a little more exciting. All in all though, for 1 month, WOW! I love it. It's a really cool game. I am impressed that it's not typical angled-down view, it's side,and it's not an RPG of grindy battles and experience points!And all the assets are imported? Wow! It did feel like it was just 1 narrative in a much larger cycle/game though. Nice work.

author=philteredkhaosHonestly, the only thing I didn't really like about the bike battles was that the opponent merely fled. And I am not saying that is a complaint that took anything away from the game for me. I don't know how you would implement it, but if the enemy could drop obstacles random-ishly it would be a little more exciting. All in all though, for 1 month, WOW! I love it. It's a really cool game. I am impressed that it's not typical angled-down view, it's side,and it's not an RPG of grindy battles and experience points!And all the assets are imported? Wow! It did feel like it was just 1 narrative in a much larger cycle/game though. Nice work.

With some more work I feel I could expand on it, but that's not in my current plans right now. I'd definitely consider it in the future though! And ahah yeah all they do is flee. My initial idea was to have them try to fire back at you, but development time was too short to implement that. Dropping obstacles would have been nice too, like a small bomb that went off or something. Can always keep that in mind, thanks!